These are the entries of the first Mapping Contest. We have some great entries and they are all up for download in well.. The download. But you can also get/view each entry separately from each the tab above named "Other Entries". Give a big hand to our participants. Winners are placed here, the download contains all the submitted entries.

The goal is to create an immersive, inventive, enjoyable town. Now this doesn't have to follow the traditional sense. You could have a town in the sky, flooded yet still populated town, over grown town, mountain town, etc. The only limit, is your imagination(Haha fucken hell) truly.

Jude:

I made what was supposed to be a Babylonian tileset, but it ended up becoming its own canal town thing.

My design objective was to create a single map with an integrated interior/exterior kind of like Dragon Warrior. The effect is achieved just by using a tileset swap, where the roof tiles are deleted and the exterior is darkened about 60%. It isn't seamless, but it seems to work well enough. My general philosophy on towns is to put the inn closest to the entrance for a quick save/rest and to put the primary quest giver furthest away so that by the time they're encountered the player has visited most of the map (in this case, they would be in the NE palace). Other than that, there are no frills.

The hero sprite is the kind of style I would use to populate the town if it were a finalized product. He's like 18 pixels tall or somesuch, so slightly larger than Final Fantasy 4/5 sprites.

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Congratulations to Jude & SGCN on both being our winners for the first Mapping Contest. Later in the year, new contest, new theme. Thank you to everyone who has participated and look forward to the next one!

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I spoke with Tau and I know there was an issue with the New Game for my map: Haven.
I think the issue has to do with the logo.avi so I have re-uploaded a link without the .avi in the folder. Also the image you see for my map is not the original I sent to Tau. Here is my original post. If anyone is having issues please let me know and I will try to resolve them.

Notes from Lotus Games:-You need RM2k3 RTP (Run Time Package) to run this game.
-Close other heavy processes/applications while the game is open to reduce lag.
-You can press the SHIFT button to turn the dynamic trees on or off. It is coded so that if the player is moving, it is automatically turned off (My logic behind this was that while moving, it's hard to tell dynamic trees are on anyways and so to reduce lag, it turns off when in motion. If it is turned on, the code checks to see if the hero is standing still for a second before turning the dynamic trees on). Again press shift to switch between (coded on) or (completely off).

Also to anyone who checks out my map, be brutal with it. I'm still really new to mapping and need all the feedback I can get. I've already fixed a couple flaws with it that didn't make the contest entry, but I need all the help I can to learn how to map. Thanks!

Jude:Dat tileswap effect. You've definitely captured that oldschool feel, but I felt the map needed some NPC's. Is the music supposed to cut off when you ride on the raft? Shoutouts for original graphics.

tpasmall:I wonder why you didn't make more use of the cliff edge tiles? There are some places you have them, but for most of your cliffs lack them. Liked the water sound effects.

Melkino:Swag. This map is brimming with atmosphere. Having the context of the cursed town along with the interaction with the NPC's made this map pretty awesome. Parallax mapping seems like a lot of work, I don't think I'd have the patience for it.

Stedar:I liked the little things you've added to enhance an already solid map: flying birds, animated clothes in the wind, breaking pots, guards moving their heads left and right and the ...flies? I did find a bug with the staircase near the water pipes. If you attempt to go up that staircase you move in the wrong direction.

IKEH4X0r1337:Yikes, Ereathlahem and Emulacrealiym are a mouthful to say. I think the water would look better without the black outline. From what I gather from your intro, you're going for that third world feel, but I think in my opinion your map is a little too large and empty in some areas.

Lotus Games:Oh wow at this map. Love the animated trees. Props for taking the effort to put in some story and cutscenes. The intro is a little slow for my tastes, but once I was in control it was all good. There is a lot of interactivity, most objects in the map can be examined and there is even a
small minigame. Damn you've used a lot of music! I thought that Jenova
dubstep mix was an interesting choice :P

Kazesui:Nice to see DYNRPG in action. Love the particle effects and how the music gets louder/weaker the closer you are. I wandered west past some rock and I think I ended up somewhere I wasn't supposed to!

author=SGCNJude:Dat tileswap effect. You've definitely captured that oldschool feel, but I felt the map needed some NPC's. Is the music supposed to cut off when you ride on the raft? Shoutouts for original graphics.

Hmm... Shouldn't be any music at all. I created a song for it but I didn't include it in the zip file. Actually, Tau might've added it back in since I stuck it in my locker. Should be able to prevent the music from changing if the skiff music is set to the same song.

It is, but then you have to change passability settings and have invisible tiles blocking the ledges and I didn't think of doing that until you mentioned it haha. I might redo it since it's going to be a part of my game and see if I can make it look right.